16059 shaares
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sega
Documentaire sur Daytona USA (42min), de côté pas regardé.
Réaction de itch sur twitter : « Sonic fan game jam anyone?? 🦔» ( https://twitter.com/itchio/status/1392257400413904898 )
Yakuza 6 vient de sortir sur PC et je suis très étonné du prix (19€).
Certes c'est un jeu de 2016, mais récemment on a vu Forza 4 (2018) arriver sur Steam à 69€ dans sa version standard (99€ dans sa version "Ultime"), Horizon Zero Dawn Complete Edition (2017) est vendu à 49€ (alors que la même édition est à 19€ sur le Playstation Store) ou Shin Megami Tensei III remasterisé (2003 pour l'original) vendu à 49€ (alors que Persona 4 Golden (2012) par le même studio a débarqué sur Steam à 19€)
(Après j'admets que Yakuza 6 est peut-être pas aussi attendu que les jeux que je viens de citer)
https://www.pcgamer.com/yakuza-6-the-song-of-life-review/
Certes c'est un jeu de 2016, mais récemment on a vu Forza 4 (2018) arriver sur Steam à 69€ dans sa version standard (99€ dans sa version "Ultime"), Horizon Zero Dawn Complete Edition (2017) est vendu à 49€ (alors que la même édition est à 19€ sur le Playstation Store) ou Shin Megami Tensei III remasterisé (2003 pour l'original) vendu à 49€ (alors que Persona 4 Golden (2012) par le même studio a débarqué sur Steam à 19€)
(Après j'admets que Yakuza 6 est peut-être pas aussi attendu que les jeux que je viens de citer)
https://www.pcgamer.com/yakuza-6-the-song-of-life-review/
« this project was my personal nexus of nightmare hours, inept management, industry realisations and heroics achieved with a small team under unreasonable conditions, so it's an odd feeling to see it surface eight years later without context, credits and with a joke title sequence
it exists because @SanatanaMishra and I had delivered the Castle of Illusion prototype that was maintaining the studio
A producer we trusted asked us if we could make a 'polished gameplay prototype' for an internal Golden Axe pitch in about two weeks to land a second project
we agreed because we were assured management wanted us to develop it 'our way' (ie another miracle please) but did mandate a darker, bloodier Golden Axe, with splatter and decapitations and two button combat
So we tried to combine all that with the spirit of the original game
this would have been a difficult line to walk at any time but we had two weeks and no time to iterate
So we made do, just really attacked the design knowing we wouldn't be able to course correct much, but luckily we had a talented team of artists, animators and sound designers
much less luckily we also had the lead designer who thought he was designing it, and sometimes @SanatanaMishra would have to physically block him from reaching my workstation or he'd start explaining insights he'd received playing the mobile port on the train on the way to work
he took to inventing arbitrary challenges like "management want to see an attack animation playing in game by the end of the day or they'll think the project is in trouble" while I was busy coding enemy ai and the soft lock combo system simultaneously
a week or so in, the lead campaigned for branching the prototype and making a Streets of Rage pitch concurrently because to him they were the same game
It took me sending a 2am email to the studio head and a "lets go for a coffee and a chat" the next morning to get that stopped
but the biggest gut punch came a week and a half in - combat was working, it was all on track! I was called for a meeting in the big room, so I put the latest build on the network and went to see what was up. All of management was sitting around the big table
I showed the game
grave faces
There was a pause
"where's the wow factor" someone asked
The lead designer once again complained it wasn't a God of War-like 3D brawler like he wanted
Someone said maybe it'd have been better to have made a prerendered video where the barbarian fought a monster
I experienced a moment of clarity
Either they couldn't see what was in front of them or wanted me to feel bad because it's the only way they knew how to manage
I was 'the guy who makes playable prototypes', I had over delivered and if they didn't want that, THEY had screwed up
I had been working 14 hour days but I went home on time that day
I lay on my bed staring at the ceiling. They didn't want it. They wanted something else entirely
I came to my conclusion - they didn't matter, I would continue doing exactly what I intended to do and try to deliver what @SanatanaMishra and I had planned in the beginning
So I did
Effects and polish was added. More sounds implemented. Combat timings sped up and input windows widened to make combos executive friendly
The finished build was revealed, and the same management team that negged me earlier lined up to tell me how good it was now
I felt dead inside
Not just because of a couple of long 7 day work weeks and start of the RSI in my right arm that would go on to jeopardise development of @AndroidCactus , but because I had no trust left in the people who ran things
from the Steam Page:
"Golden Axed may be janky, may be buggy, may be an artifact of its time, but it offers a unique glimpse into the prospect of a project that could have been"
go fuck yourself, parasites »
Pour référence : https://www.pcgamer.com/sega-celebrates-its-60th-anniversary-with-some-free-stuff-on-steam
EDIT : https://www.rockpapershotgun.com/2020/10/15/sega-releasing-a-cancelled-golden-axe-prototype-stirs-unpleasant-memories-for-some-of-its-makers/
https://twitter.com/SanatanaMishra/status/1316636383818125312
it exists because @SanatanaMishra and I had delivered the Castle of Illusion prototype that was maintaining the studio
A producer we trusted asked us if we could make a 'polished gameplay prototype' for an internal Golden Axe pitch in about two weeks to land a second project
we agreed because we were assured management wanted us to develop it 'our way' (ie another miracle please) but did mandate a darker, bloodier Golden Axe, with splatter and decapitations and two button combat
So we tried to combine all that with the spirit of the original game
this would have been a difficult line to walk at any time but we had two weeks and no time to iterate
So we made do, just really attacked the design knowing we wouldn't be able to course correct much, but luckily we had a talented team of artists, animators and sound designers
much less luckily we also had the lead designer who thought he was designing it, and sometimes @SanatanaMishra would have to physically block him from reaching my workstation or he'd start explaining insights he'd received playing the mobile port on the train on the way to work
he took to inventing arbitrary challenges like "management want to see an attack animation playing in game by the end of the day or they'll think the project is in trouble" while I was busy coding enemy ai and the soft lock combo system simultaneously
a week or so in, the lead campaigned for branching the prototype and making a Streets of Rage pitch concurrently because to him they were the same game
It took me sending a 2am email to the studio head and a "lets go for a coffee and a chat" the next morning to get that stopped
but the biggest gut punch came a week and a half in - combat was working, it was all on track! I was called for a meeting in the big room, so I put the latest build on the network and went to see what was up. All of management was sitting around the big table
I showed the game
grave faces
There was a pause
"where's the wow factor" someone asked
The lead designer once again complained it wasn't a God of War-like 3D brawler like he wanted
Someone said maybe it'd have been better to have made a prerendered video where the barbarian fought a monster
I experienced a moment of clarity
Either they couldn't see what was in front of them or wanted me to feel bad because it's the only way they knew how to manage
I was 'the guy who makes playable prototypes', I had over delivered and if they didn't want that, THEY had screwed up
I had been working 14 hour days but I went home on time that day
I lay on my bed staring at the ceiling. They didn't want it. They wanted something else entirely
I came to my conclusion - they didn't matter, I would continue doing exactly what I intended to do and try to deliver what @SanatanaMishra and I had planned in the beginning
So I did
Effects and polish was added. More sounds implemented. Combat timings sped up and input windows widened to make combos executive friendly
The finished build was revealed, and the same management team that negged me earlier lined up to tell me how good it was now
I felt dead inside
Not just because of a couple of long 7 day work weeks and start of the RSI in my right arm that would go on to jeopardise development of @AndroidCactus , but because I had no trust left in the people who ran things
from the Steam Page:
"Golden Axed may be janky, may be buggy, may be an artifact of its time, but it offers a unique glimpse into the prospect of a project that could have been"
go fuck yourself, parasites »
Pour référence : https://www.pcgamer.com/sega-celebrates-its-60th-anniversary-with-some-free-stuff-on-steam
EDIT : https://www.rockpapershotgun.com/2020/10/15/sega-releasing-a-cancelled-golden-axe-prototype-stirs-unpleasant-memories-for-some-of-its-makers/
https://twitter.com/SanatanaMishra/status/1316636383818125312
La page Steam est down mais le jeu est tjrs installable.
https://bayonetta.fandom.com/wiki/8-Bit_Bayonetta
https://www.protondb.com/app/567090
EDIT : Erf, dommage Shaarli transforme le lien steam en lien http. Du coup -> steam://install/567090
EDIT² : https://steamdb.info/app/567090/
https://bayonetta.fandom.com/wiki/8-Bit_Bayonetta
https://www.protondb.com/app/567090
EDIT : Erf, dommage Shaarli transforme le lien steam en lien http. Du coup -> steam://install/567090
EDIT² : https://steamdb.info/app/567090/
Elle est chouette. Elle me tenterait presque, même si j'ai plein de critiques à faire sur Sonic (en tant que jeu de plateforme) et que je suis pas plus branché figurines que ça.
EDIT : ah ouais, presque 70 balles quand même. Suis peut-être pas assez fan pour mettre autant dans une fig
https://www.lacitedesnuages.be/boutique/fiche_produit.cfm?ref=PRE-F4FSNTFST
EDIT² : Ok, ouais, elle est pas petite la figurine en fait, je comprends un peu mieux le prix
https://www.youtube.com/watch?v=GZpVvLYHcQo
EDIT : ah ouais, presque 70 balles quand même. Suis peut-être pas assez fan pour mettre autant dans une fig
https://www.lacitedesnuages.be/boutique/fiche_produit.cfm?ref=PRE-F4FSNTFST
EDIT² : Ok, ouais, elle est pas petite la figurine en fait, je comprends un peu mieux le prix
https://www.youtube.com/watch?v=GZpVvLYHcQo
« https://tcrf.net/Panzer_Dragoon_(Sega_Saturn)
La traduction est un peu cassée mais permet quand même de sentir l'émotion de l'instant. Futatsugi commence son message par « Enfin fini, dormir sur une chaise s'arrête ajd. »
Plus loin il continue en parlant de l'avenir, de Saga, qui va bouffer son équipe jusqu'à la moelle
Le sujet du crunch au Japon est peu évoqué car perçu comme normal, culturel. Les japonais ont en plus tendance à gommer ce mauvais côté dans les post-mortem. Du coup cette bouteille à la mer virtuelle, rédigée collectivement sous le coup de l'émotion, est assez émouvante.
Sur une note plus légère, certains devs s'amusent de leur propre fonction. C'est le cas de Yumiko Kayashima, qui semble penser que personne ne remarquera les décors qu'elle a dessinés, alors que le jeu est entre autres reconnu pour ses environnements magnifiques.
Panzer Dragoon Zwei a un fichier similaire. À voir si une trad, même approximative, existe.
Le contenu est ici si jamais : ➡️ https://tcrf.net/Panzer_Dragoon_II_Zwei
Et si vous voulez en savoir plus sur Panzer Dragoon, j'ai deux trucs dans ma besace :
#LaBiobiotheque sur Yukio Futatsugi, qui revient sur la carrière du géniteur de Panzer Dragoon : https://youtu.be/o1CzDQAX6YI
L'ouvrage de @JulienGoyon sur la série : https://thirdeditions.com/retrogaming/29 »
La traduction est un peu cassée mais permet quand même de sentir l'émotion de l'instant. Futatsugi commence son message par « Enfin fini, dormir sur une chaise s'arrête ajd. »
Plus loin il continue en parlant de l'avenir, de Saga, qui va bouffer son équipe jusqu'à la moelle
Le sujet du crunch au Japon est peu évoqué car perçu comme normal, culturel. Les japonais ont en plus tendance à gommer ce mauvais côté dans les post-mortem. Du coup cette bouteille à la mer virtuelle, rédigée collectivement sous le coup de l'émotion, est assez émouvante.
Sur une note plus légère, certains devs s'amusent de leur propre fonction. C'est le cas de Yumiko Kayashima, qui semble penser que personne ne remarquera les décors qu'elle a dessinés, alors que le jeu est entre autres reconnu pour ses environnements magnifiques.
Panzer Dragoon Zwei a un fichier similaire. À voir si une trad, même approximative, existe.
Le contenu est ici si jamais : ➡️ https://tcrf.net/Panzer_Dragoon_II_Zwei
Et si vous voulez en savoir plus sur Panzer Dragoon, j'ai deux trucs dans ma besace :
#LaBiobiotheque sur Yukio Futatsugi, qui revient sur la carrière du géniteur de Panzer Dragoon : https://youtu.be/o1CzDQAX6YI
L'ouvrage de @JulienGoyon sur la série : https://thirdeditions.com/retrogaming/29 »
https://www.thirdeditions.com/ebooks/310-la-revolution-arcade-de-sega-de-1945-a-nos-jours-ebook.html
Pour avoir pris les bouquins Dark Souls chez eux, pas de DRM, et même pas trouvé de watermark.
Pour avoir pris les bouquins Dark Souls chez eux, pas de DRM, et même pas trouvé de watermark.
Par 'Look Mum No Computer' qui avait fait le Furby Organ
https://www.lookmumnocomputer.com/projects#/sega-megadrive-synth
https://www.lookmumnocomputer.com/projects#/sega-megadrive-synth
Il me semblait que c'était connu depuis longtemps ça nan ? Me semble avoir appris ça ya une 10aine d'années à l'époque où je m'intéressais bcp à la Dreamcast. Ou alors je confonds avec autre chose. Chépa